The Elder Scrolls III: Morrowind retail CD/DVD on Apple Silicon macOS (Tutorial)

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Company: Bethesda Softworks / Bethesda Softworks LLC

Release date: April 29, 2002

The Elder Scrolls III: Morrowind is a 2002 action role-playing game developed by Bethesda Game Studios and published by Bethesda Softworks. It is the third installment in The Elder Scrolls series, following 1996’s The Elder Scrolls II: Daggerfall, and was released for Microsoft Windows and Xbox. (Wikipedia.)

On Steam, Morrowind is only available on Windows. This tutorial is supposed to open the video game to be able to play on an other Operating System.

Tested with OpenMW Version 0.50.0 and macOS : 26.5.1

If you want to achieve this tutorial, I strongly advise to own a legal copy of Morrowind GOTY Edition before you can use OpenMW to play Morrowind:

https://store.steampowered.com/app/22320/The_Elder_Scrolls_III_Morrowind_Game_of_the_Year_Edition

To see the legal stuff: https://openmw.org/faq/#bethesda_legal

The Step by step tutorial:

  1. Go to : https://www.macsourceports.com/game/morrowind
  2. Download  OpenMW for Apple Silicon mac
  3. Launch OpenMW.app to boot and show the setup wizard.
  4. Choose between retail CD/DVD or Existing installation. (I choose CD/DVD.) See guide : https://openmw.readthedocs.io/en/stable/manuals/installation/install-game-files.html
  5. Select installation destination folder with files. (by default: /Users/YourSuperNameHere/Library/Application Support/openmw/basedata)
  6. Select the language of your choice. (English)
  7. Select official Morrowind expansions. (Don’t check “Tribunal” expansion if you don’t have it)
  8. Select Morrowind CD/DVD root to import content for the installation. The root with the “.cab” files. (this include morrowind .esm)
  9. You should see the validating message : “Installation completed successfully!”
  10. The OpenMW launcher windows show open. After select “Data Files” tab and select “morrowind.esm”. At this moment, you can finally play Morrowind!

Highlight effects and Ghost model by Unity Technologies. (WebGL)

Autodesk Scaleform GFx SDK Menu Kit 4.2 Screenshots

1. screenshot 1

2. screenshot 2

3. screenshot 3

3DGenerator_AS3 with Scaleform SDK 4.2 into Adobe Animate 2024

Unity3D – RPG – Humanoids plus player and camera

3D Model in Movement with Adobe ActionScript 3 and Away3D 3.6

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package
{
// Realtime 3D Game Engine for Flash

import flash.display.Sprite;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.events.KeyboardEvent;
import flash.geom.Vector3D;
import flash.ui.Keyboard;
// cameras
import away3d.cameras.HoverCamera3D; // TargetCamera3D + circling
import away3d.containers.View3D;
// for Md2 loading
import away3d.core.base.Mesh;
import away3d.core.utils.Cast;
import away3d.loaders.Md2; // characters models
// for texturing
import away3d.materials.Dot3BitmapMaterial; //or EnviroBitmapMaterial, Dot3BitmapMaterial
// for Plane
import away3d.primitives.Plane;
/**
* ...
* @author Yann GEFFROTIN
*/
[SWF(width="500", height="300", frameRate="60", backgroundColor="#FFFFFF")]
public class Main extends Sprite
{
// Camera
private var camH:HoverCamera3D; // TargetCamera3D + circling
private var move:Boolean = false;
private var lastPanAngle:Number;
private var lastTiltAngle:Number;
private var lastMouseX:Number;
private var lastMouseY:Number;
// View
public var view:View3D;
// Plane
private var plane:Plane;
// Plane texture
[Embed(source = "textures/terrain/spiralgraphics Blue Chip Wall.jpg")]
public static var PlaneTexture:Class;
// variable for models
private var myAvatarModel1:Mesh;
//misc variables
private var debugFlag:Boolean = false;
// Avatar Model mesh
[Embed(source = "characters/q2mdl-faerie/tris.md2", mimeType = "application/octet-stream")]
public static var avatarModelClass:Class;
// Avatar Model texture
[Embed(source = "characters/q2mdl-faerie/faerie1.jpg")]
public static var avatarModelTextureClass:Class;
public function Main()
{
this.stage.scaleMode = StageScaleMode.NO_SCALE;
// Create a Camera
camH = new HoverCamera3D({zoom:4, focus:7});
camH.panAngle = 45;
camH.panAngle += 135; // hover effect cancelation
camH.tiltAngle = 5;
camH.hover(true);
// Create a viewport
view = new View3D( { x:250, y:150, camera:camH } );
view.camera.zoom = 40;
view.camera.lookAt(new Vector3D(0,0,0));
addChild(view);
// Create Plane (grid)
plane = new Plane( { segmentsW:10, segmentsH:10, y: -1300, width:10000, height:10000, material:"white#black" } );
// Add material to the plane
plane.material = new Dot3BitmapMaterial(Cast.bitmap(PlaneTexture), Cast.bitmap(PlaneTexture));
// Render plane
view.scene.addChild(plane);
// Avatar Setup
myAvatarModel1 = addAModel(0, -300, 0, 90, avatarModelTextureClass, avatarModelClass);
// Create Event listeners
this.addEventListener(Event.ENTER_FRAME, onEnterFrame);
}
public function onEnterFrame(e:Event):void
{
// Camera rotation
camH.panAngle += 0.5;
// re-render viewport
var cameraSpeed:Number = 0.3; // Approximately same speed as mouse movement.
if (move) {
camH.panAngle = cameraSpeed*(stage.mouseX - lastMouseX) + lastPanAngle; // horizontal
camH.tiltAngle = cameraSpeed*(stage.mouseY - lastMouseY) + lastTiltAngle; //vertical
}
camH.hover();
// rendering
view.render();
}
// Function for adding a new model
private function addAModel(x:Number, y:Number, z:Number, rot:Number, mtc:Class = null, cl:Class = null):Mesh
{
var someoneModelTextureClassMaterial1:Dot3BitmapMaterial = new Dot3BitmapMaterial(Cast.bitmap(mtc), Cast.bitmap(mtc));
var newModel:Mesh = Md2.parse(cl, { ownCanvas:true, material:"white#black", name:"newModel", back:"red#blue" } );
newModel.movePivot((newModel.minX+newModel.maxX)/2,(newModel.minY+newModel.maxY)/2,(newModel.minZ+newModel.maxZ)/2);
newModel.x = x;
newModel.y = y;
newModel.z = z;
if(someoneModelTextureClassMaterial1!=null){ newModel.material = someoneModelTextureClassMaterial1; }
newModel.scale(0.3);
newModel.rotationY = rot;
view.scene.addChild( newModel );
// Animation setup
try{
newModel.animationLibrary.getAnimation("salute").animator.play();
}catch (err:Error){
// code to react to the error
}
return newModel;
}
}

}

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Setting Up Adobe Flash StandAlone Application version 32 (latest stable):
Download Adobe Flash Container:
– Windows: https://fpdownload.macromedia.com/pub/flashplayer/updaters/32/flashplayer_32_sa.exe
– macOS: https://fpdownload.macromedia.com/pub/flashplayer/updaters/32/flashplayer_32_sa.dmg
A result in swf format (in the bin directory) should show.

Works on IDEs :

Create 3D Graphics in ActionScript 3 (AS3) with Moonshine 3.4.0 (Free and Open Source)

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“Create and deliver rich, engaging experiences across devices with Moonshine IDE which is powerful software for creating multimedia content.”

To see Flash content on your Operating System (OS), you need :

  • A result in swf format (in the bin directory of the project your working on).

Origin: https://moonshine-ide.com/

Download the latest version 3.4.0 from Prominic.NET Company Official website: https://moonshine-ide.com/download-moonshine/

  1. Windows : https://moonshine-ide.com/downloads/releases/windows/Moonshine-3.4.0.exe
  2. macOS : https://web.archive.org/web/20250418132245/https://static.moonshine-ide.com/downloads/releases/macos/Moonshine-3.4.0.pkg

Advice : If you had 2 hard drive on windows: C:/ is for the Operating System (OS), D:/ for applications.

Setting up development environment :

  1. Install IDE
  2. Download and Install ‘Moonshine SDK Installer’
    1. Install ‘FLEX SDK’ by AIRMAN (latest).
    2. (Optional : Good to know: IDE that Apache Royale supported officially : Moonshine IDE )
  3. Install and Configure modules.
    1. Install Flex binaries in download folder (apache-flex-sdk-4.16.1-bin)
    2. Create a link in Moonshine IDE under File > Settings > Default SDK > Flex
  4. Optional : Set the Java Development Kit in Moonshine IDE W> Menu > Settings > Default SDK Path : /Library/Java/JavaVirtualMachines/jdk-25.jdk/Contents/Home/bin/javac . You must save after ! and re-check that it is saved permanently. Or OpenJDK for flex/actionscript compilation.
  5. Create a project directory “Moonshine” on operating system.

Create a project :

  1. Click on create a ‘new ActionScript project’.
    1. Change Project name : NewActionScriptBrowserProject
    2. Parent directory moonshine
    3. Check FLEX Path
    4. ActionScript browser project
  2. MacOS : Directory must be /users/yournamehere/Documents/moonshine
  3. Apache Flex must be recognize (if you don’t, download , install)
  4. Check project from existing source
  5. Choose main source folder to “away3dv3_6_0faeries”
  6. Change main application file « src/main.as »
  7. Create an « asset » folder
  8. Project > open/import project
  9. Create “html-template” folder in same folder than swf
  10. Put ‘away3d’ in ‘src’ folder.
  11. Select Menu > Project > Build Project. When It’s done: in the bin folder, the *.swf is created. I see a green message ‘build completed successfully’.
  12. In my project, the result are in ‘bin-debug’ folder. I can right click on a ‘main.swf’ and ‘Run’ it in ‘Adobe Flash Player Standalone version 32’.

Ambiera CoppperCube version 5 Tutorial – free easy-to-use 3D engine

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Welcome to the Coppercube Documentation. CopperCube is a very easy to use 3D app authoring system, and game engine.

Two choices :

1. Create new 3D app

2. SceneGraph Explorer > Insert > Create a plane

3. File  > Save As > CopperCube Document (*.ccb)

4. File > Publish > Publish as Flash application (*.swf)

1. Open Example App

2. Select yourprojectdemo.ccb (inside bif_examples)

3. File  > Save As > CopperCube Document (*.ccb)

4. File > Publish > Publish as Flash application (*.swf)

File > New to create an another project

CRYENGINE 5.7.1 SinglePlayer Woodland Tutorial

Step by step :

  1. Prerequisites :
    1. I am on Microsoft Windows (not MacOS)
    2. I have access to the Internet.
    3. I have installed CRYENGINE 5.7.1 (The official engine website : https://www.cryengine.com/)
    4. I have installed an Editor.
    5. I have downloaded a GameSDK with the same version than CRYENGINE.
    6. I have created a project using the right button on a GameSDK in Library.

New Tutorial :

  1. Open Project (CRYENGINE SANDBOX)
  2. In the Editor > Asset Browser > Levels > single player > select Woodland
  3. Menu > Display > location > go to location > CTRL F1
  4. Menu > Display > location > remember location
  5. Optional > test > Game > Game mode (F5)
  6. File  > Save
  7. File > close.
  8. On Desktop > Documents > CRYENGINE Projects > Woodland
    1. I right-click > Exectable named GameSDK > more options > “Package build”
    1. The paquager open > One button to click (Package) (choose default location)
    1. The command line works itself for some time. (% of completion on top-left Menu)
    1. The folder “YOURSUPERPROJECTNAMEHERE_paquage” is created. (if you don’t now, don’t close the command line yet, read line “Building to:” who give the correct location)
  9. If you want to check: Go to paquage folder location > bin > win_x64 > click on “GameLauncher” > Singleplayer > woodland > Load. You should see something in 3D.

Create a Hello World in MXML and ActionScript 3 (AS3) with Apache Royale and Visual Studio Code

Apache Royale is the new SDK, built on the solid foundation developed by the Flex universe, that lets you create applications in MXML and ActionScript 3.0 (AS3) that will run almost anywhere without heavy plugins like Flash or Adobe AIR. (that’s what they claim)

Source : https://apache.github.io/royale-docs/

  1. Download pre-compiled code of Apache Royale https://royale.apache.org/download/
  2. Choose an IDE : https://apache.github.io/royale-docs/get-started/development-tools.
  3. Prerequisites :
    1. Visual Studio Code IDE: https://code.visualstudio.com/

             b. Search and install ActionScript Extensions by Bowler Hat LLC.

  1. OpenJDK (Temurin)  https://adoptium.net
  2. Error: « ActionScript & MXML code intelligence disabled. SDK not found. » -> Install Apache Flex SDK. Click bottom right corner on “No SDK” -> Add Flex. Source: https://github.com/BowlerHatLLC/vscode-as3mxml/wiki/Choose-an-ActionScript-SDK-for-the-current-workspace-in-Visual-Studio-Code
  3. Build Hello World in Royale.
  4. In Explorer > Create an Actionscript project button to click.
    1. Create a new folder that will contain the project
    2. Check the files are in the folder.
    3. Add libs (apache-royale-version bin js swf from https://royale.apache.org/download/ )
  5. In the search field choose Task > Run build Task. https://github.com/apache/royale-asjs/wiki/Visual-Studio-Code
  6. Click Run  And Debug.
  7. Look at the Terminal (or Open bin/js-debug/index.html  in your browser) and you should see the « Hello, Apache Royale! » message.

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